
Induction is an abstract puzzle game about time travel and paradoxes. As you master its logic, Induction will rewire how you think about cause and effect.
Modeled estimate, not a reported figure. How we estimate →
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Simplified Chinese, Spanish - Spain, Japanese, Russian, Italian, German, Korean, French, Dutch, Portuguese - Portugal, Portuguese - Brazil +2 more
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Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
好家伙这么秀
eto pizdets
If you like hard puzzle games then this is for you, unless you look up solution with guides it gets hard at mid level. Though it would be better imo if difficulty of levels were sequential rather than it not always being the case.
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Hours played at review time, across 40 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
A few levels, but they pack a large punch of time travelling gimmicks Which can be interpreted as time loops, paradoxes and even terminating timelines.
全通了, 但是烧了. 真的很烧. 相信我! 当然我指的是脑子, 而不是时间删除什么的.
Repeat your previous actions with a doppelganger to complete each puzzle by reaching the endpoint.
非常烧脑,质量很高,大家放心玩
It all depends on the barrel. You can stand on the barrel and the clone will push it. You and the clone are independent and can help each other, and the clone needs to go to where you were at the moment the clone appeared. すべては樽次第です。あなたは樽の上に立ち、クローンが樽を押します。あなたとクローンは独立しており、互いに助け合うことができます。クローンは、現れた瞬間にあなたがいた場所まで行く必要があります。
기믹 자체는 멋지지만, 그것이 실제로 적용되는 방식은 다소 실망스럽습니다. 퍼즐을 풀기 위해 과거의 내 움직임을 통제한다는 발상이 처음에는 신기하게 느껴지지만, 진행할수록 난이도가 올라가고 동선이 겹쳐지는 과정이 심화되면서 게임이 다소 기형적으로 변합니다. 솔직히 말해서, 이렇게 조작 하나하나를 정밀하게 통제해 가면서까지 퍼즐을 풀고 싶지는 않은 것이 본심입니다. 게다가 화면의 시인성마저 썩 좋지 않아 피로감을 더합니다. 정답을 머리로 깨달았을 때의 즐거움보다, 이를 직접 손으로 구현해 내야 하는 귀찮음이 훨씬 앞서게 되는 아쉬운 작품입니다.
在其它艺术形式如小说,电影中,创作一个时间穿越类题材,且是宿命论的作品是可行的。这是因为无论小说也好,电影也罢,它们都在讲故事,而故事中的主角是没有自由意志的,作者想让它们干嘛就干嘛。但把这任务放到在游戏中,就出问题了。这其实也体现出游戏这一艺术形式与其它艺术形式的本质区别——参与者(游戏里就是玩家,小说和电影里分别是读者与观众)具备自由意志,能够左右作品故事情节和内容的发展。 Induction中,玩家按空格键可以穿越回过去,而游戏通关条件便是玩家抵达终点并且过去的自己抵达穿越点。前面说了,做一个祖父悖论宿命论的游戏会出问题,而Induction的“问题”便是玩家在穿越前,无法看到未来穿越到现在的自己。这也间接导致一些原本能靠时间穿越能力解决的谜题无法实现。举个简单的例子,玩家被一个只能从后面打开的门挡住,而他拥有时间穿越的能力,本来他完全可以靠未来穿越回现在的自己在门后出现,打开门并让现在的他能够达到门后再原地穿越,从而实现闭环。但在Induction则不行,因为玩家无法“召唤”未来的自己。 Induction其实是一个祖父悖论,半宿命论,半平行宇宙论的游戏。玩家穿越到的其实是另一个平行宇宙,只是这个宇宙中的主角会干玩家之前做过的同样的事情。在此基础上作者还给游戏添加了一个“宿命论”的通关条件,那便是这个宇宙的主角最后的穿越点必须与上一个平行宇宙的玩家一致。 关于“线条圈”这一元素的机制,其实就是在解决玩家无法“召唤”未来的自己的问题。线条圈可以让来自上一个平行宇宙的主角消失,将控制权给予这个宇宙的主角并令其不必复刻上一个主角的行迹,唯一的改变便是保留了上一个主角对这个世界产生的影响——如将一个箱子推到一个位置上,并且开始控制这个世界的主角的时间并非这个世界的最初时间。所以玩家便可以默认未来穿越回过去的自己能够达成这个被保留的影响,从而打开“只能从后面打开的门”。 游戏的谜题设计,音乐和视觉效果体验下来都不错,推荐。
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